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    <h1>Summary</h1>
    <p>
        A user can input text into the edit box which can then be retrieved using the EditBox:GetText() function. 
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    <h1>Properties</h1>
    <h2>Font</h2>
    <p>The name of one of the predefined fonts to use in your EditBox. For example, "GameFontNormal".</p>
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    <h2>Letters</h2>
    <p>The maximum number of letters which can be entered in this EditBox. Zero means no character limit.</p>
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    <h2>BlinkSpeed</h2>
    <p>The speed of cursor blinking, interval in seconds between "blinks".</p>
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    <h2>Numeric</h2>
    <p>If it is true, then only digits 0-9 can be entered in this EditBox.</p>
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    <h2>Password</h2>
    <p>If it is true, then asterisks will be displayed instead of whatever text you enter.</p>
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    <h2>MultiLine</h2>
    <p>Multi-line EditBox.</p>
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    <h2>HistoryLines</h2>
    <p>Number of lines to keep as a "history" for this editbox. You can cycle through editbox' history with arrows Up and Down (or Alt+Up, Alt+Down if attribute ignoreArrows set to true).</p>
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    <h2>AutoFocus</h2>
    <p>If it is true, then this EditBox will automatically receive keyboard focus when it is displayed.</p>
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    <h2>IgnoreArrows</h2>
    <p>If it is false, then pressing arrows on keyboard will move cursor around the EditBox. If set to true, then EditBox will ignore arrows and they will instead turn around your character in game world. In this case you can still move text cursor around your editbox with Alt-arrows.</p>
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    <h1>Example</h1>
    <p>The standard template is the InputBoxTempate(left Editbox).
      There is an other template the ChatFrameEditBoxTemplate what can be used for mainly chat because of behavior inheritance.
      Type something to one of editboxes and the typed text will be shown in the other.</p>
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